| bio | website | zennixstudios.com |
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| location | ||
| age | ||
| visits | member for | 1 year, 1 month |
| seen | Apr 20 '12 at 2:28 | |
| stats | profile views | 2 |
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Apr 20 |
awarded | Scholar |
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Apr 20 |
accepted | C++ Efficient Pixel Management for Non-Polygon Graphics Engine |
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Apr 20 |
comment |
C++ Efficient Pixel Management for Non-Polygon Graphics Engine Thanks for the answer, this is pretty much what I want to do, but I'd personally rather do it without DirectX. I'd be interested in if it would be more efficient to check the pixels in the texture for differences, then copy the different ones, rather than copying the whole thing. |
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Apr 20 |
comment |
C++ Efficient Pixel Management for Non-Polygon Graphics Engine Thanks for all the information, I'll keep that in mind. Nathan's right, though, I was just looking for a way to generate frames one way or another that I can change the pixels on efficiently. |
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Apr 20 |
comment |
C++ Efficient Pixel Management for Non-Polygon Graphics Engine Thanks, I think SetDIBitsToDevice is what I'm looking for for now, although I'll look into SDL. I've heard people groan about it in the past for some reason or other (there's always something), but I'll see how it works out. |
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Apr 19 |
awarded | Student |
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Apr 19 |
asked | C++ Efficient Pixel Management for Non-Polygon Graphics Engine |